diff --git a/Assets/Health.cs b/Assets/Health.cs new file mode 100644 index 0000000..c2996a2 --- /dev/null +++ b/Assets/Health.cs @@ -0,0 +1,31 @@ +using UnityEngine; +using UnityEngine.Events; + +// @MindfulMinun +public class Health : MonoBehaviour { + public int startingHealth; + public int currentHealth; + public bool isInvincible; + public bool isDead; + public UnityEvent OnDead; + public UnityEvent OnHit; + + void Start() { + OnDead = new UnityEvent(); + OnHit = new UnityEvent(); + } + + void Update() { + if (Input.GetKeyDown(KeyCode.E)) { + takeHit(); + OnHit.Invoke(); + } + } + + void takeHit() { + if (isInvincible) return; + currentHealth = Mathf.Clamp(currentHealth - 1, 0, startingHealth); + isDead = currentHealth <= 0; + if (isDead) OnDead.Invoke(); + } +} diff --git a/Assets/Health.cs.meta b/Assets/Health.cs.meta new file mode 100644 index 0000000..bc2dfcd --- /dev/null +++ b/Assets/Health.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 0ea69ce370e264d42b693f40a13a25b5 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scene 1 Assets/Enemy.cs b/Assets/Scene 1 Assets/Enemy.cs index 9d160ae..6478988 100644 --- a/Assets/Scene 1 Assets/Enemy.cs +++ b/Assets/Scene 1 Assets/Enemy.cs @@ -1,20 +1,13 @@ -//WIP - using System.Collections; using System.Collections.Generic; using UnityEngine; -public class Enemy : MonoBehaviour -{ - // Start is called before the first frame update - void Start() - { +public class Enemy : MonoBehaviour { + void Start() { } - // Update is called once per frame - void Update() - { + void Update() { } } diff --git a/Assets/Scene 1 Assets/Movement.cs b/Assets/Scene 1 Assets/Movement.cs index 2a9af4d..c1670ad 100644 --- a/Assets/Scene 1 Assets/Movement.cs +++ b/Assets/Scene 1 Assets/Movement.cs @@ -9,6 +9,8 @@ public class Movement : MonoBehaviour [Range(0, 1)][SerializeField] private float m_CrouchSpeed = .36f; // Amount of maxSpeed applied to crouching movement. 1 = 100% [Range(0, .3f)][SerializeField] private float m_MovementSmoothing = .05f; // How much to smooth out the movement [SerializeField] private bool m_AirControl = false; // Whether or not a player can steer while jumping; + /** @MindfulMinun -- This is for the water level, if the player is swimming just let them double jump as many times as they want. */ + [SerializeField] private bool swimming = false; // Whether or not a player the player is in a swimming level [SerializeField] private LayerMask m_WhatIsGround; // A mask determining what is ground to the character [SerializeField] private Transform m_GroundCheck; // A position marking where to check if the player is grounded. [SerializeField] private Transform m_CeilingCheck; // A position marking where to check for ceilings @@ -138,7 +140,7 @@ public class Movement : MonoBehaviour m_Grounded = false; m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce)); dj = false; - }else if (jump && dj == false){ + }else if (jump && (dj == false || swimming == true)){ m_Grounded = false; m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce)); dj = true; diff --git a/Assets/Scene 1 Assets/PlayerMovement.cs b/Assets/Scene 1 Assets/PlayerMovement.cs index 8a2eeb9..894ab98 100644 --- a/Assets/Scene 1 Assets/PlayerMovement.cs +++ b/Assets/Scene 1 Assets/PlayerMovement.cs @@ -1,16 +1,26 @@ using System.Collections; using System.Collections.Generic; using UnityEngine; +using UnityEngine.Events; public class PlayerMovement : MonoBehaviour { public Movement controller; public Animator animator; + public Health health; + public float runSpeed = 40f; float horizontalMove = 0f; bool jump = false; bool crouch = false; + void Start() { 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